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| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/AnimationModifiers/Public/AnimationModifier.h |
Include |
#include "AnimationModifier.h" |
class UAnimationModifier : public UObject
Name | Description | |
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UAnimationModifier() |
Name | Description | ||
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ApplyToAll ( |
Applies all instances of the provided Modifier class to its outer Animation Sequence |
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ApplyToAnimationSequence ( |
Applying and reverting the modifier for the given Animation Sequence |
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CanRevert() |
Returns whether or not this modifier can be reverted, which means it will have to been applied (PreviouslyAppliedModifier != nullptr) |
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const UAnimS... |
GetAnimationSequence() |
Derived class accessors to skeleton and anim sequence. |
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GetNativeClassRevision() |
Used for natively updating the revision GUID, fairly basic and relies on config files currently |
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const USkele... |
GetSkeleton() |
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IsLatestRevisionApplied() |
Whether or not the latest compiled version of the blueprint is applied for this instance |
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LoadModifierReferencers ( |
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OnApply ( |
Executed when the Animation is initialized (native event for debugging / testing purposes) |
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OnApply_Implementation ( |
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OnRevert ( |
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OnRevert_Implementation ( |
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RevertFromAnimationSequence ( |
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UpdateCompressedAnimationData() |
Checks if the animation data has to be re-baked / compressed and does so |
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UpdateNativeRevisionGuid() |
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UpdateRevisionGuid ( |
Updating of blueprint and native GUIDs |
Name | Description | ||
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
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RevertModifierObjectName |